Augmented reality platform and method for use of same

ABSTRACT

An augmented reality platform and method for use of the same are provided. In one embodiment, an array of locationing devices determine a perspective value of a physical object within a space based on visual-inertial odometry, radio wave positioning, and acoustic positioning. A server determines a decided value of the physical object based on a plurality of perspective values of the physical object received from the array of locationing devices. A digital map and digital library maintained by the server maintain the location of physical objects and spatial experiential objects in order to provide the spatial experiential object to an augmented reality device.

PRIORITY STATEMENT & CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority from co-pending U.S. Patent ApplicationSer. No. 62/859,462 entitled “Augmented Reality Platform and Method forUse of Same” and filed on Jun. 10, 2019, in the names of Joshua IanCohen et al.; which is hereby incorporated by reference, in entirety,for all purposes. This application is also a regular nationalapplication filed under 35 U.S.C. § 1.111(a) claiming priority under 35U.S.C. § 120 to the Apr. 26, 2019 filing date of co-pendingInternational Application Serial No. PCT/US2019/029507, which designatesthe United States, filed in the names of Joshua Ian Cohen et al. andentitled “Augmented Reality Platform and Method for Use of Same;” whichclaims priority from U.S. Patent Application Ser. No. 62/663,012,entitled “Enhanced Reality Shareable Grid” and filed on Apr. 26, 2018,in the names of Gavin Johnson et al.; both of which are herebyincorporated by reference, in entirety, for all purposes.

TECHNICAL FIELD OF THE INVENTION

This invention relates, in general, to augmented reality platforms and,in particular, to enhanced performance in systems and methods forproviding augmented reality with the geospatial correlation of augmentedreality objects.

BACKGROUND OF THE INVENTION

Augmented reality, including virtual reality, adoption has beenaccelerating with the saturation of smartphones, glasses,technologically enhanced lenses and synchronized matrixes of light insociety. The individual interactions with 2-dimensional (2D) and/or3-dimensional (3D) digital renderings has relied on a personal interfacewith cameras of devices capturing their environment, before injectingvisual objects rendered with code.

This individual relationship with digital renderings in augmentedreality is a consequence of how difficult accurate placement ofrenderings is in a digitally enhanced environment between users.Sharable experiences require complex calibrated equipment to analyzeenvironmental surroundings, and cameras lack the ability to effectivelysolve the re-localization of digitally rendered objects. Occlusion isanother obstacle challenging the augmented reality experiences betweenusers of devices until realistic object metrics are graphed withprecision accuracy. As a result of limitations in existing augmentedreality technology, there is a need for improved augmented reality withthe geospatial correlation of augmented reality objects.

SUMMARY OF THE INVENTION

It would be advantageous to achieve systems and methods for providingaugmented reality with the geospatial correlation of augmented realityobjects that would improve upon existing limitations in functionality.It would be desirable to enable an electrical engineering-based andsoftware solution that would provide enhanced geolocationing in aneasy-to-use platform independent environment. To better address one ormore of these concerns, an augmented reality platform and method for useof the same are provided.

In one embodiment of the augmented reality platform, an array oflocationing devices determines a perspective value of a physical objectwithin a space based on visual-inertial odometry, radio wavepositioning, and acoustic positioning. A server determines a decidedvalue of the physical object based on a plurality of perspective valuesof the physical object received from the array of locationing devices. Adigital map and digital library maintained by the server maintain thelocation of physical objects and spatial experiential objects in orderto provide the spatial experiential object to an augmented realitydevice.

In one aspect, the teachings presented herein provide a mesh topographyof network devices synchronizing geo-spatial correlation(s) within atleast one (1) digital graph mainframe using metrics of cubic meters orless is provided to be utilized through technologically enhanced lensesand/or light matrix mediums for AR and/or VR purposes. Thisimplementation of unique 2D and/or 3D objects in shared networks allowsconnected devices to accurately render precision in topographic regionsreal-time between visual mediums by more than one person privatelyand/or publicly. Groups may monetize networks of topographic regions forplacing more precise virtual objects by sharing relative coordinatesfrom devices and/or correlating connected servers with an originalmulti-planar grid graphing one (1) meter axis metrics or less.Multi-dimensional renderings may include sub-graphs for processingproperties within an original universal digital framework. The groupsassociated with networks connecting devices to servers may form virtualobjects to place within the original graph and/or subgraph and/orsharable grids of topographic regions with a mobile app from the iOSand/or Android platforms by themselves between privatized devicecreation interactions and/or public forum correspondences featuringpersonal renderings without limiting the scope of art for thisinvention.

Hardware may necessarily synchronize network correlation metrics withinmeshed topographies and/or an original graph digitally placing sharablevirtual object coordinates to chart accurate universal grid renderings.Multi-dimensional virtual objects in topographic regions may becorrelated with more precision coordination relative to each networkconnected device environmental analysis of renderings subject toadjacent graphs outlined through multiple calibration techniques. Theseand other aspects of the invention will be apparent from and elucidatedwith reference to the embodiments described hereinafter.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the features and advantages of thepresent invention, reference is now made to the detailed description ofthe invention along with the accompanying figures in which correspondingnumerals in the different figures refer to corresponding parts and inwhich:

FIG. 1A is a schematic floor plan depicting one embodiment of anaugmented reality platform according to the teachings presented herein;

FIG. 1B is a schematic diagram of the augmented reality platformpresented in FIG. 1A in a first operational mode;

FIG. 1C is a schematic diagram of the augmented reality platformpresented in FIG. 1A in a second operational mode;

FIG. 2 is a functional block diagram depicting one embodiment of alocationing device presented in FIGS. 1B and 1C;

FIG. 3 is a functional block diagram depicting one embodiment of anaugmented reality device presented in FIGS. 1B and 1C;

FIG. 4 is a functional block diagram depicting one embodiment of theserver presented in FIGS. 1B and 1C;

FIG. 5 is a conceptual module diagram depicting a software architectureof an augmented reality application according to some embodiments of thepresent invention;

FIG. 6 is a flow chart depicting one embodiment of a method forproviding augmented reality according to the teachings presented herein;and

FIG. 7 is a flow chart depicting one embodiment of a method forrecognition of physical signatures, which may be incorporated into theteachings presented herein.

DETAILED DESCRIPTION OF THE INVENTION

While the making and using of various embodiments of the presentinvention are discussed in detail below, it should be appreciated thatthe present invention provides many applicable inventive concepts, whichcan be embodied in a wide variety of specific contexts. The specificembodiments discussed herein are merely illustrative of specific ways tomake and use the invention, and do not delimit the scope of the presentinvention.

Referring initially to FIG. 1A, FIG. 1B, and FIG. 1C, therein isdepicted an augmented reality platform, which is schematicallyillustrated and designated 10. A space S, which is depicted as a livingroom, has an entrance E to the living room, which is furnished withseating F and a bookcase B. Individuals I₁, I₂, I₃, I₄ are within thespace S and moving into and out of the living room. A dog D and avirtual cat C are also within the room.

The augmented reality platform 10 includes an array of locationingdevices 12 within the space S. As shown, the locationing devices 12include camera nodes 14, 16, a robotic camera node 18, and acollar-mounted camera node 20, as well. Each of the locationing devices12 has a locationing device identification providing an accurately-knownlocation within the space S. Each of the Individuals I₁, I₂, I₃, and I₄is utilizing an augmented reality device 22 and more particularlyindividual I₁ is utilizing a smart phone 24. Individual I₂ andIndividual I₃ are respectively utilizing smart phones 26, 28. IndividualI₄ is utilizing smart phone 30 and smart glasses 32. As shown, a server40 is remotely located to the space in Operations O and in communicationwith the array of locationing devices 12 as well as the augmentedreality devices 22. The augmented reality devices 22 may be any type ofprogrammable wireless-enabled carryable or wearable device, including,but not limited to, smart phones, tablet computers, laptop computers,smart watches, smart pendants, and smart badges.

In one implementation, as a part of spatial locationing 50, each of thelocationing devices 12, including the augmented reality devices 22,determines a perspective value of a physical object, such as thebookshelf B, within the space S based on signaling 52 which includesvisual-inertial odometry 54, radio wave positioning 56, and acousticpositioning 58. As part of locationing 60, each of the locationingdevices 12, including the augmented reality devices 22, determine aperspective value relative to the geospatial location of the physicalobject.

As part of the spatial locationing 50, the server determines a decidedvalue 62 of the physical object based on the perspective values of thephysical object received from the array of locationing devices 12 andthe augmented reality devices 22. A digital map 70 is maintained by theserver 40 based on the determined values of the physical objects.

With respect to one embodiment of the digital map 70, the earth has aradius of 6.371 million meters with an iron core central point shownrespectively assigned 0, 0, 0 on a graph of X, Y, Z axis planes. Wheneach magnetic pole of Earth sets the Y-axis and our equator isperpendicular to the X-axis and Z-axis planes a digital graph of one(1.0) meter or less metrics is constructible within a digital realm. Aspatial experiential object may be placed within a frame of graphsmetered on the positive X-axis, positive Y-axis, and negative Z-axis todemonstrate a one (1.0) cubic meter grey cube at the center of theearth. Grids may expand from any digital axis in all directions tocollaborate with independent and/or dependent graphs of renderings inmotion without limiting the scope of this art. A virtual object mayinclude 2D and/or 3D shapes of various size(s), color(s), pattern(s),graph(s), sub-graph(s), grid(s), chart(s), dimension(s),multi-dimensional rendering(s), presence(s), atmospheric pressure(s),virtual walls, virtual ceilings, planar axis chart(s) formulation(s),bits, coordinated light spectrum(s), water droplet(s), cloud(s), cosmicray(s), solar shock(s), fluid dynamics, iridescence(s),goniochromism(s), structural coloration(s), pearlescence(s), soundtransmission(s), photon receptor(s), photonic crystal(s), wavelengthvibration(s), dispersion(s), mirror(s), refractor(s), reflector(s),reflection(s), compiler(s), processor(s), converter(s), code(s),gamut(s), RGB coordinate(s) mixed approximation(s), distortion(s),Doppler shift(s), astronomical properties(s), spectroscopy, anisotropy,isotropy, bioluminescence(s), monitor(s), plane(s), emission line(s),absorption line(s), spectral line(s), plate(s), hue(s), coherencies,intensities, density, opacity, interference(s), interferometricmicroscopy, interactive interface(s), screen(s), touchable space(s),program(s), game(s), realistic item duplicate(s), vacuum vacancy,bendable energy source(s), synthetic-aperture imaging,off-axis-dark-field illumination technique(s), enhanced sensor(s),replication(s), encoded scene(s), super imposed wavefront(s),speckle(s), reciprocities, photographic plate(s), photoresist(s),photo-thermoplastic(s), photo-polymer(s), photorefractive(s),photorefractive crystal(s), nanocellulose(s), dichroic filter(s),semiconductor(s), semiconductor heterostructure(s), quantum well(s),plasma(s), embossing(s), electrodeposition(s), entangled particle(s),energy equipment(s), stereopsis, motion(s), gradient(s), color(s),laser(s), pointer(s), diode(s), coherence length(s), phase-conjugatemirror(s), phase shift(s), phase(s), scattering(s), renderprocessing(s), prism(s), relay(s), modulate(s), amplitude(s), numericalaperture(s), visual depiction(s), augmented frequencies, radiation(s),parallax, joule(s), electron holography, transmission electronicmicroscope(s), interference lithography, acoustic holography, sourceparameter(s), holographic interferometry, specular holography, dynamicholography, volume hologram(s), spatial resolution(s), pulse(s),reference plate(s), absolute value(s), angle(s), electronic field(s),selective higher resolution medium apparatus, emulsion(s), atomicmirror(s), atom optic(s), ridged mirror(s), atomic hologram(s), neutronexpulsion(s), shadow(s), seismic activities, plate tectonic(s), quantummechanical purpose(s), magnetic propulsion(s), parallel inception(s),nano-vibration(s), neural activities, anti-matter(s), anti-particle(s),anti-force(s), sub-atomic(s), atomic structuring(s), compound bond(s),organic chemical (s), polarity cycle(s), ionic spin(s),inter-dimensional fluctuation(s), covalent charge(s), jet stream(s),lenticular graphing(s), tomography, volumetric display(s),rear-projection(s), semi-transparency screen(s), illumination(s), forcefield(s), quantifiable hypothetical control barrier(s), meta-data(s),meta-molecular(s), meta-cellular, meta-conscious, meta-physic(s),meta-human characteristic(s), reverberation(s), radiation(s), opticalmicroscopy, optical phase conjugation(s), optical computing(s), opticaltable(s), optical phenomenon(s), optic (s) beam(s) transgression(s),nonlinear optical material(s), lens trajectories, ambient diffusion(s),Fourier transform(s), diffraction grating(s), polarity current(s),magnetic data(s), photographic recording(s) of light magnetism(s) forsharable multi-dimensional vector(s), various shapes with depth cue(s)calibrations of feature frames between devices formulating dataanalytics and/or physical characteristics interacting between networkrenderings of a topographic region relativity connected device(s) and/orviewer(s) and/or mechanical and/or biological retina(s) association(s)adjacently synchronizing renderings to focal distance ratios whenvirtual object interactions between matter obstacles and/or renderingsframing characteristics of physical properties computed involvingdevice(s) qualified retina(s), lens curvature(s), angle(s),direction(s), accelerometer(s), gyroscope(s), receiver(s), networktopology, wavelength exposure(s), signal strength(s), size ratio(s),and/or continuous visual camera analysis for angle probabilities,alternate diagnostics, and/or captured surrounding(s) correlatingprecision accuracy meters scaling focal placing between dimensionalprocessor volume limits distributing between adjacent parallel framesdeveloping artificial intelligence (AI) improvements without limitingthe art scope of this invention.

In one embodiment, the digital map 70 shows the same graphed geo-spatiallocation in two separate realms, with the original graph acting as thedigital grid of virtual object(s) and obstacle(s). The system willcompute predicted angles of the digital artificial device, andmathematically computed surroundings which are stored in a server tobetter analyze the scene. Physical device angle ratios captured withreal-world accuracy are used in the analysis of a topographic regionalgrid placing virtual objects relative to any devices and/or physicalobstacle formulated at the scene at some distance. This formulation mayuse any qualified retina(s), lens curvatures, angle direction(s),accelerometer(s), network topologies, wavelength exposure(s), signalstrength(s), size ratio(s), and/or continuous visual camera analysis, todetermine where in the digitally framed artificial environment of thereal-world topographic region and surroundings might reside. Geospacialcollaborations and advanced algorithms are processed in an originalserver accurately rendering objects in reality relative to devices. Thisis accomplished by replicating the expected results of the digitalartificial device on the original server comparable to actual results ofthe physical device harnessed through the connected device server. Thesame geo-spatial ratio diagnostic makeup and dissection can be placed onthe original digital grid server. The server or otherwise calibratedservers adjust the spatial experiential objects within the topographicalregion grids and have been calibrated for precision accuracy relative tomore than one device. Servers will immediately display the sharablerendering on connected network devices as placed correctly by cameraanalysis to real-time necessary dimensions between a network of devices.This shared experience is a shared topographic region along the surfacelevel positive subgraph Z-axis, X-axis, and/or Y-axis hosting chartedareas capable of correlating virtual objects viewable when in range ofdevices connected to networks sharing multi-dimensional renderingsstored on at least one (1) server. Additionally, multiple servers andmultiple parallel sub-graphs may compare frames between grids and/orplace subgraph renderings in further subgraphs without limiting thescope of art for this invention.

The relative ratios of spatial experiential objects 74 placed in thedigital map 70 is associated with designated frames beforecomprehensively comparing the device camera analysis of predicted framesfrom reality. The topographic regions then compartmentalize theenvironment with respect to device qualified retina(s), lens curvatures,angle direction(s), accelerometer(s), distance(s), network topologies,wavelength exposure(s), signal strength(s), size ratio(s), gyroscope(s),shadow(s), fluid dynamic shadows and/or continuous visual cameraanalysis for angles, alternate diagnostics, and/or captured surroundingsto restructure the digital map 70 with more accurate dimensions of gridrealms. The differences in each digital map of environmental outlinesusing wave reverberation calculations for framing is recalibrated intoplacement algorithms correlating any multi-dimensional virtual objectand/or device coordinates. Virtual objects or spatial experientialobjects associated with topographic regions placing renderings in theuniversal grid are sharable with connected devices of networks in range.Hardware sensors form foundational metrics of an original graph forconsistency of meshed topographic regions with the universal grid asconstants are derived from the differences of topographic environmentalcamera analysis and/or relative virtual object frames to devicecorrelation diagnostics. Devices may include at least one (1) matrix oflights connected to server networks monitoring the geo-spatialcoordinates of virtual objects in at least one (1) digital graph as arealm to pin-point multi-dimensional wave correlation(s) within deviceranges. The software for topologic geospatial charting of devices allowsaccurate correlation between coordinates in a 3D world to accompanycamera analytics processing the frame dimensions for better virtualobject adjacent alignment within a calibrated parallel original graphmeters and/or central grid system. In addition, placingmulti-dimensional virtual object(s) correlation(s) with planarcoordinates of each axis allows meshed topographic regions to form fordevice(s) connection(s) and/or network(s) and/or server(s) renderingplacement(s) without limiting the scope of art for this invention.

A digital library 72 is maintained by the server 40 and the digitallibrary 72 includes an augmented reality profile of spatial experientialobjects 74, which augment physical objects 76 and the space withmetaphysical objects 78, virtual objects 80, and metavirtual objects 82.By way of example and not by way of limitation, the metaphysical object78 may include the augmented reality viewable information 88 regardingthe cleaning schedule of bookshelf B and the living room. The virtualcat C is an example of the virtual object 80, and the rate at which thecat ages, the augmented reality viewable information 92, is an exampleof the metavirtual object 82.

With respect to physical objects 76, physical objects refer to actualtangible things that people can see and interact with. This may includethose elements of the physical world that humans would reasonably detectwith their five senses, and can interact with, or inspect directly,without any additional technology assistance. Even though usingadditional technology, such as a personal computer to study, would bemuch faster, and yield details about elements that were otherwiseinvisible. Elements requiring an extra-human process in a physical orvirtual sense for their detection, are said to be metaphysical ormetavirtual in their nature. Someone might swim over to a buoy in thewater and grab onto it because they know that it is there withoutdetecting it virtually, and another person might plug a lamp into a 120or 240 volt outlet, quickly flick it on, and then turn off again, as atest. However, the user has learned of several non-detectable elements,that the switch is associated with the bulb, and that the lamp will notsuddenly turn on by itself without first toggling the switch. The useralso expects that it will work the next time they go to turn it on. Someof the more refined elements of the lamp's nature are metaphysical ormetavirtual, whereas the overt detectability of the buoy before applyingany calculations makes the buoy physical or virtual in nature.

With respect to the metaphysical objects 78, there may be a lot to knowabout each situation that is not immediately apparent, not visible tothe naked eye, might be linked in behavior to something else, or couldbe aspects of the environment, that had the user known about, would havechanged their decision. This is the realm of the metaphysical, whichincludes all of the aspects of the physical layer that people simplycannot detect without tool and technique. Even though it may be possibleto influence these metaphysical constructs by manipulating physicalthings, elements are considered ‘meta’ because of the requirement thatthe person use a tool or technique outside of their senses in element'sdiscovery. A person might go to turn off the lamp in the previousexample, and not know that it is still drawing power from the time thatit was last used. Even though the lamp is visibly turned off, it mayhave begun to emit a dull in strength (but statistically stillimportant) electromagnetic field, without significantly deviating fromits electrical baseline. In the case of the buoy, a person might swim upto it, just because they want to see what it is, or perhaps in asurvival situation the person is in search of something to hold onto. Ineither case, they could see that the buoy is electronic and emitting alow-wavelength high-amplitude radio signal. Perhaps the buoy is a sourceof information and interacting with it digitally would mean detailsabout upcoming weather conditions, or perhaps the augmented metaphysicalview of the buoy's movement in the waves would yield adegrees-of-freedom value, for the number of degrees in relation to thehorizon that the buoy moves back and forth. Especially if the buoy isequipped with its own sensor, and historical data, the user might evencompare the waves at the present moment to those seen historically andinfer something about future weather conditions.

Other kinds of metaphysical entities, such as radio waves, and althoughinvisible, are most certainly a part of the environment. Unless there isenough energy to feel the waves, or a recipient device that can utilizein some capacity, there may be no way to tell that they are there. Auser might download a piece of software that makes a heatmap of wirelesssignals, or an app that shows the magnitude of one specific type ofsignal, but as it stands, and for the ordinary person, the ability tomap radio signals is somewhat limited and non-trivial. A sensing networkprovides a unique opportunity to map radio signals, as there is asensing density, in other words, a volume of sensors working togethersimultaneously that can measure or estimate details about radio signals.Furthermore, a sensor that is equipped with a special type of antenna,can calculate the direction that a signal came from in relation to themagnitude of the signal. This vector (magnitude and direction), from asingle point is already enough to roughly pinpoint the point-of-originof a signal. However, with the addition of multiple perspectives, thatis, a fleet of sensors that each determine a vector for the same signal,information can be combined in a way to not only create a much moreaccurate account of the signal, but also create an accurate volumetricaccount of the signal. By tracing specific waves to their destinationfrom the perspective of the point-of-origin, and through the eyes ofmany sensors, can also include how that wave might deflect off of theline-of-sight surface. An example of a difficult to see metaphysicalentity might include a neutrino discharge from a chemical reaction orsimply from outer space. In Antarctica there is a scientific projectdubbed ‘IceCube’ that seeks to detect particles from space with an arrayof light sensors buried in the ice. The project is named IceCube,because there are layers upon layers of light sensors which are arrangedin a three-dimensional grid within the ice. The sensors are drilled intothe ice, because even though these neutrinos are extremely small, theyare still detectable when they do happen to collide with solid matterand produce light. For reference, the atoms of gases like hydrogen andoxygen, are both diatomic. In nature, they are found bound to themselvesas they are most stable this way (e.g., H2 and O2). The problem withdetecting neutrino discharges in the air, has a lot to do with thedensity of these gases in the atmosphere. Their energy state is farhigher than that of liquids or frozen solids, which means that thechances of a neutrino discharge in confined spaces of air, are muchlower than that of a confined space of a more dense material like frozenwater. The radio waves in the context of a sensing network, similar tothe IceCube project, will yield a volumetric account of the existence ofsomething that is otherwise not visible. Just as the IceCube projecthelps to visualize neutrino movement through the ice, the space sensingplatform can help to visualize signal propagation throughout the air,and other metaphysical events more generally that humans can't usuallyexperience themselves. For example, the scientists in the Antarcticmight use the platform to witness a neutrino discharge as if theythemselves were in the ice, replaying previous discharges, or overlayingthem so that they can see both events simultaneously. Likewise, a teamof scientists studying wireless signals might arrange groups of spacesensors to witness radio waves moving through the air, or the personswimming towards the buoy might use the system to see the angular motionof the waves. We call these invisible elements of visible things, themetaphysical.

One controversial example of metaphysical objects includes the phenomenaknown as ‘ghost’. Whether ghosts are real or not is not particularlyrelevant for the sake of this argument. However, a huge portion of thepopulation believes in the phenomena for various reasons. As such, theterm itself is difficult to define, as some people believe that ghostsare spiritual in nature, possibly dead loved ones, while others believethat ghosts are an electromagnetic phenomena, or possibly linked to theidea that there is a collective consciousness. In any sense, ‘ghost’ isan example of something that can be classified as theoreticallyinvisible, still having metaphysical aspects that make it real.Classifying ‘ghost’, and forming a baseline for what ghosts are,provides a universally agreeable baseline that might sound somethinglike, “A detectable supernatural phenomenon appearing to havemetaphysical properties for which there's no definitive explanation.”

Virtual objects are constructs that exist as data that are detectablevirtually to the user and the user's senses. They may or may not relateto physical locations and things. In the context of augmented reality,they tend to have relations to, and are commonly used to enhance theperception of the physical world. Virtual objects may be representativeof physical objects, even when the original physical object has beenremoved, or never existed. Perhaps virtual and metavirtual constructsare relatable to physical and metaphysical constructs if society decidesthat life itself is ‘virtual’ in nature. The system might draw radiowaves, illuminating the rays with light as if the system were a raytracer, and for the purpose of making the waves detectable to the user.The system might also overlay the precise angular motion of the buoy forthe user to see, making its metaphysical constructs somewhat real andpredictable. Virtual constructs bring objects in general to theawareness of the user's five major senses. In a truly immersive virtualenvironment, the user can reach out and interact with virtual objects asif they were real. They can see them, feel texture, possibly even smelland taste the aspects of virtual spaces. Likewise, and as video gameshave shown us, there are many virtual objects that are created separatefrom physical space altogether. Things that we wish existed, that neverdid. Places to get away to. Non-player characters, machine intelligence,or possibly artificially intelligent beings to talk to, includingvirtual representations of humans who use the system to communicate.People, places, and things exist whether talking about physical orvirtual space, and may be of equal importance to the user.

This brings us to the metavirtual objects 82. Just as the physical worldcan have metaphysical properties, including behaviors, non-visibleaspects, and relationships that are otherwise undetectable, virtualspaces have metavirtual elements as well. When we are talking aboutusing the system for augmented reality or virtual reality, highlyimmersive aspects are just as important. Suppose there is a universalspeed limit within the virtual world for how quickly aspects of thevirtual world can affect other distant aspects of the world. A rule thathappens to govern how quickly changes can propagate throughout theentire virtual field. In physics we might call this the speed of light,but the important point to drive home is that there is a connectednessbetween virtual aspects of the world, and so, this would be ametavirtual speed limit. Suppose now, that it's discovered that anaspect of world can propagate past the propagation speed limit orbarrier that was set for it. In the physical realm something similar tothis is called quantum entanglement. Entangled particles in physicalspace are linked in such a way that they would appear to surpass thespeed of light. A metaphysical aspect between the particles is that theyhave this connectedness. Whatever happens to one, seems to happen to theother and vice versa. There are now properties of virtual objects thatalthough explainable by physical concepts, have a connectedness that isotherwise not visible in virtual space. In some cases, this is a directresult of how it was created, and in other cases the connectednessexists to enhance the experience, granting users the ultimate gift oftrue autonomy.

Some of these metavirtual aspects might be renderable in a derivedvirtual space. However, many of them will be invisible unless the usercreates a set of rules that allow these to become visible as well. Asimple metavirtual construct might look like two spinning cubes, whereone spins at twice the rate of the other. For the purpose of rendering,the relationship, 2×, is not shown, but it can be deduced viaexperimental means that the metavirtual relationship between one cubeand the other is 2×, where the result is the rotational velocity ascompared to the second cube. From the perspective of the second cube therelationship would be 0.5× or half as much of the rotational velocitywith respect to the first cube. The important part to remember is that,to the user, it is not always apparent, which is the chicken or the egg,so to speak. It could go either way, and so the system switches betweencontexts so that it can see relationships between constructs from eachperspective simultaneously. Users can debate about it, but the developerwants to enhance the experience by adding metavirtual constructs betweenthings. In order to facilitate a world where users can see theuniqueness of the environment in a way that only they can, thedevelopers have added additional complexity that would ideally be beyondthe comprehension of any one user.

To effectuate the augmented reality platform 10, the server 40 includesa synchronization interface that provides the augmented realityprofile(s) of spatial experimental objects 74 to the augmented realitydevices 22. Importantly, in one implementation, the server 40 enables ashared experience or an instanced experience—an experience separate fromthe shared experience with respect to the individuals I₁ through I₄.Also, the server 40 enables different lenses for the experiences;namely, a symmetrical hardware experience may be provided or asymmetrical hardware experience may be provided.

Referring to FIG. 2, the locationing device 12 may be embodied in a widevariety of devices, as discussed above, from camera nodes 14, 16, arobotic camera node 18, and a collar-mounted camera node 20. In oneembodiment, the locationing device 12 includes a processor 100, memory102, and storage 104 interconnected by a bus architecture 106 within amounting architecture that supports a camera 108, an ultrasound probe110, an antenna array 112, a transceiver 114, inputs 116, and outputs118. The processor 100 may process instructions for execution within thecomputing device, including instructions stored in the memory 102 or instorage 104. The memory 102 stores information within the computingdevice. In one implementation, the memory 102 is a volatile memory unitor units. In another implementation, the memory 102 is a non-volatilememory unit or units. Storage 104 provides capacity that is capable ofproviding mass storage for the locationing device 12. Various inputs 116and outputs 118 provide connections to and from the computing device,wherein the inputs 116 are the signals or data received by thelocationing device 12, and the outputs 118 are the signals or data sentfrom the locationing device 12.

One or more transceivers 114 may be associated with the locationingdevice 114 and communicatively disposed with the bus 106. Thetransceivers 114 may be internal, external, or a combination thereof tothe housing. Further, the transceivers 114 may be atransmitter/receiver, receiver, or an antenna for example andcommunications may be enabled by a variety of wireless methodologiesemployed by the transceivers 106, including 802.11, 802.15, and802.15.4, 3G, 4G, Edge, Wi-Fi, ZigBee, near field communications (NFC),Bluetooth low energy and Bluetooth, for example. Also, infrared (IR) maybe utilized.

In one implementation, the locationing device 12 may be utilized for therecognition of physical signatures as a radioacoustic microphone, forexample. This provides the locationing device 12 the ability toreconstruct words and phrases from a radiowave secondary to thetransmission of radio content itself. For example, as the user's voicevibrates the casing of 120 and/or at least one of the transceivers 114,which may be a transmitting antenna in this implementation, an analogwave signal of the user's voice may be reconstructed. Then, with theapplication of machine-learning, specific words and phrases may beidentified. Further, this technique may be applied to identify specificdevices by the electromagnetic distortion or the signature of theelectronics, such as the ringing of a processor. Other information mayaugment the identification process, including actual sound from amicrophone, a person's voice or other sounds of machinery. Accordingly,in one embodiment, a radioacoustic microphone is provided by one or moreattributes; namely, (1) audible/inaudible soundwaves generated by humansand machines; (2) detectable changes in phase-shift sourced fromradiowaves emitted by machines; and (3) specific detectable interferencepatterns, noise, and latent EMF generated by machines that may be fedthrough machine-learning.

The memory 102 and storage 104 are accessible to the processor 100 andinclude processor-executable instructions that, when executed, cause theprocessor 100 to execute a series of operations. With respect to theprocessor-executable instructions, the processor is caused to receiveand process signals relative to visual-inertial odometry, radio wavepositioning, and acoustic positioning. More particularly, theprocessor-executable instructions cause the processor 100 to determine aperspective value of a physical object based on the visual-inertialodometry, radio wave positioning, and acoustic positioning. Theprocessor-executable instructions then cause the processor 100 to sendthis information to the server 40.

A core component of the augmented reality platform 10 involveshigh-accuracy geospatial and directional awareness, which is provided bythe locationing devices 12. As signals arrive at each of the nodesdefined by the locationing devices 12 and augmented reality devices inthe sensing network, the energy will incur a detectable charge at eachof the antenna segments on the phased antenna array, which may beantenna array 112. Due to the high-accuracy timing of the node'sinternal clock, and the incurred charges from each segment aftertraveling along equidistant wiring, exact nanosecond-scale timestampscan be produced. The known properties of the radio signal, including theprecise distance between antenna segments (d), the wavelength of thesignal as computed from the frequency in terms of speed of light λ=c/f,and the phase offset or phase comparison of select signals, are used todetermine the angle-of-arrival of tracked radio waves. The phasecomparison between incident waves is denoted as Δφ, in other words, thephase difference or shift between the overlapped waves in the sametimeframe. To compute the angle-of-arrival then, the following equationis used: arcsin(Δφλ/2·d)

The practical nature of the kinds of wireless signals that might arriveon the antenna array 112, means that there will almost certainly benoise and other sources of contamination. A low SNR (signal to noiseratio) makes it difficult, especially in closed environments to isolatewaves from the background noise, and determine their exact propertiesfor the calculation. As such, there are many techniques that areemployed in order to identify primary signals from deflected ones, andto minimize the effects of noise. Some techniques, mentioned in the coreof the WDDTAS tracking platform, including low-observable filtration andestimation techniques, define a process by which signals can be isolatedfrom background noise in noisy indoor environments. The process makesuse of the asymptotic output from the MUSIC algorithm (MUltiple SIgnalClassification) algorithm in order to determine viable signals forcalculation and to better estimate angle-of-arrival (AoA) ordirection-of-arrival (DoA). In a more general sense MUSIC is employedhere in the presence of noise and is used to isolate specific signalsfor calculations. The platform looks for the asymptotic output of MUSICand selects probable signals. One might use MUSIC, and from many samplesbuild a statistical distribution which lets the platform identifyoutliers by association. Using probabilistic samples within one or twostandard deviations from the mean for tracking, means that the platformcan achieve high-accuracy, by accounting for the effects of practicalwireless transmission indoors. In audio and digital signal processingapplications, MUSIC is used to separate human voice from backgroundnoise in audio samples, and to isolate individual components of sound.Likewise, the Space platform uses these techniques and additionallow-observable processes for identifying individual radio signals frombackground noise.

The elements of the augmented reality platform 10 may also be equippedwith hardware more suited for augmented reality construction. The use ofmachine vision, including the concurrent tracking of multiple pointsselected by visual criteria fed into a visual inertial odometryalgorithm, allows the sensor to lock onto objects within the hybridspace. Combined with the data from an ultrasonic survey, the sensor canbetter gauge the depth to objects in the field-of-view for selectedimagery and also use this information to build a three-dimensional depthmapping from the perspective of each sensor in the sensing network. Thesensor might emit short high-amplitude bursts to determine the distancefrom the ceiling to the floor, and from wall-to-wall, resulting in anestimate of the size of the room. The administrator can calibrate thesystem by moving devices out to the corners, edges, and other selectedlocations of the room, which gives each participant sensor in thecalibration, a radio-estimated account of the device's location. Thisprocess is similar in nature to radar calibration by dropped scanablesfrom the back of an aircraft, and is applied in this setting for thecreation of virtual worlds of light.

The sensing system of the augmented reality platform 10 may be used forimproving the resolution of visual inertial odometry and constructive 3Dmodeling techniques. Visual inertial odometry provides the ability toinfer spatial information from camera imagery. However, neighboringsensors provide additional details about the environment, including theability to sense depth with bursts of sound, such as ultrasoundhigh-frequency depth sensing used in medical and naval applications formeasuring waves. Especially In the context of the wireless trackingtechniques, the technology has the potential to improve the accuracy ofVIO which is limited by the imagery from one or more cameras. It may bethe case that the sensor network has identified a relative or absoluteposition of a wireless device before any imagery is available, which canbe used to minimize depth estimation error in visual inertial odometry,which is especially a problem with fast-moving objects and thetrajectories or robots and autonomous systems. Likewise, the sensornetwork might have a depth from its location to the walls, floor, andceiling, which can correct for the sensed depths from the VIO data,resulting in a high-accuracy 3D imaging solution comprised of data frommultiple points, including referenced high-accuracy low-observabletechniques. The platform might sense that a device is outside theconfines of VIO in combination with echo distance from ultrasound, andchoose expand the room, or toss-out outlying data. The platform mightalso emit many high-amplitude low or high frequency bursts (likely thoseoutside human and animal hearing ranges) and use a joint probabilisticdata association JPDA algorithm in combination with the MUSIC algorithmto combat the effects of additional echoes off of objects and walls thatwere not relevant to the selected calculation or object. As withlow-observable techniques the sound result will be passed through a setof filters and laid into tracks for calculation. Multiple sensors may beworking together to process the sounds and are spaced a certain distanceapart based on selected frequencies.

Referring now to FIG. 3, an augmented reality device 22 may be any formof carryable or wearable device as previously discussed. Further, thereis no requirement that specific interfaces or inputs/outputs, like akeyboard, a screen, a microphone or a speaker, be present. In oneembodiment, the augmented reality device 22 includes a processor 130,memory 132, and storage 134 interconnected by a bus architecture 136within a mounting architecture that supports a display 138 and variousinputs 140 and outputs 142. The processor 130 may process instructionsfor execution within the computing device, including instructions storedin the memory 132 or in storage 134. The memory 132 stores informationwithin the computing device. In one implementation, the memory 132 is avolatile memory unit or units. In another implementation, the memory 132is a non-volatile memory unit or units. Storage 134 provides capacitythat is capable of providing mass storage for the augmented realitydevice 22. Various inputs 140 and outputs 142 provide connections to andfrom the computing device, wherein the inputs 140 are the signals ordata received by the augmented reality device 22, and the outputs 142are the signals or data sent from the augmented reality device 22.

The memory 132 and storage 134 are accessible to the processor 130 andinclude processor-executable instructions that, when executed, cause theprocessor 130 to execute a series of operations. With respect to theprocessor-executable instructions, the processor 130 is caused toreceive and process synchronization signals that disclose the augmentedreality through the hardware of the augmented reality device 22.

Referring now to FIG. 4, one embodiment of the server 40 as a computingdevice includes a processor 160, memory 162, storage 164, and one ormore network adapters 166 interconnected with various buses 168 in acommon or distributed, for example, mounting architecture, that supportsinputs 170 and outputs 172. In other implementations, in the computingdevice, multiple processors and/or multiple buses may be used, asappropriate, along with multiple memories and types of memory. Furtherstill, in other implementations, multiple computing devices may beprovided and operations distributed therebetween. The processor 160 mayprocess instructions for execution within the server 40, includinginstructions stored in the memory 162 or in storage 164. The memory 162stores information within the computing device. In one implementation,the memory 162 is a volatile memory unit or units. In anotherimplementation, the memory 162 is a non-volatile memory unit or units.Storage 164 includes capacity that is capable of providing mass storagefor the server 40. The various inputs 170 and outputs 172 provideconnections to and from the server 40, wherein the inputs 170 are thesignals or data received by the server 40, and the outputs 172 are thesignals or data sent from the server 40. The network adaptor 166 couplesthe server 40 to a network such that the server 40 may be part of anetwork of computers, a local area network (LAN), a wide area network(WAN), an intranet, a network of networks, or the Internet, for example.

The memory 162 and storage 164 are accessible to the processor 160 andinclude processor-executable instructions that, when executed, cause theprocessor 160 to execute a series of operations. In one embodiment ofprocessor-executable instructions, the processor-executable instructionscause the processor 160 to determine a decided value of each physicalobject based on multiple perspective values of the physical objectreceived from the array of locationing devices 22. Theprocessor-executable instructions then cause the processor 160 to updateand maintain the digital map 70 accordingly. Then, theprocessor-executable instructions may access augmented reality profilesin the digital library 72 relative to spatial experiential objects 74.Using synchronization, the processor-executable instructions cause theprocessor 160 to synchronize the augmented reality devices with thespatial experiential objects 74, which are in appropriate locationsbased on the updated digital map 70.

Referring now to FIG. 5, a conceptual illustration is presented of thesoftware architecture of an augmented reality application 200 of someembodiments that may utilize the locationing devices 12 and theaugmented reality devices 22. In some embodiments, the augmented realityapplication 200 is a stand-alone application or is integrated intoanother application, while in other embodiments the application might beimplemented within an operating system 240. Furthermore, in someembodiments, the augmented reality application 200 is provided as partof a server-based solution or a cloud-based solution. In some suchembodiments, the application 200 is provided via a thin client. That is,the application 200 runs on a server while an individual interacts withthe application 200 via a separate machine remote from the server. Inother such embodiments, the application 200 is provided via a thickclient. That is, the application 200 is distributed from the server tothe client machine and runs on the client machine. In other embodiments,the application 200 is partially run on each of the locationing devices12 and the augmented reality devices 22.

The augmented reality application 200 includes a user interface (UI)interaction and generation module 202, user interface tools 204, spatialexperience modules, application modules 208, virtual writing modules210, retail and advertising modules 212, space entity modules 214,social modules 216, security modules 218, education modules 220, andsensing modules 222. In some embodiments, storages 230, 232, 234, whichrespectively include spatial experience databases, user profiledatabases, and presentation instructions, are all stored in one physicalstorage. In other embodiments, the storages 230, 232, 234 are inseparate physical storages, or one of the storages is in one physicalstorage while the other is in a different physical storage.

With respect to the spatial experience modules 206, the platform mightuse a physics engine to render metavirtual aspects of the virtual world,and has traits derived from real metaphysical physical relationships,such as gravity, the effects of angular velocity, momentum, andcapillary action. The physics engine provides another degree of realismand immersion, but may not always be active, and may not follow physicallaws as they are on Earth. The user might go to a store to try on adress and the engine might simulate wind, processing what it would belike if there were a breeze, simulating what it would feel like to tryon a piece of living clothing, as opposed to a static image or overlay.The engine might also be used to match the physical environment, so thatthe virtual experience can be consistent with the physical experiencefrom the users own zone or planet. Augmented reality lets people seewhat life might be like with varying aspects applied, bringing outlow-gravity, or rending heavy objects as if they were weightless.

A system that simulates a virtual world with physical aspects, shareableby many people, each with their own uses, should foster a unifiedexperience. Yet, there are cases where the unified platform shouldcreate virtual layers that are disjoint or “instanced”, for individualpurposes. Platform owners might create their own shared instancedexperiences that form a subset of the greater unified experience. Ashared experience may accommodate people from the universal experienceinto a nested experience automatically based on one or more methods.

In one element of a default experience, the user's augmented realityviewer might select the experience with the highest specificity similarto cascading style sheets (CSS) rendered in an Internet browser. If theuser is in public, or otherwise there is no sensor platform in the area,than the universal shared experienced is loaded for viewing. The defaultexperience is derived from a voronoi partition scheme over the sensorcoverage area, with one or more experiences selected by the user'spresence on named polygons of the viewable field, a kind ofdistribution, load balancing and randomness for cases where there aremany experiences that the platform operator might want users to see, orfor when users populate spaces with many of them and there is no cleardefault. The default experience could be strictly decided by the ownerof a physical property, which disallows nested experiences because theplatform is also someone's home. That being said, users may still simplyswitch to any other experience that they desire, but the default is thesame for that property, and thus, the ‘homepage’ is where the user isstanding when they open the viewer software unless they have explicitlyspecified otherwise.

The reason for a global shared experience is to allow as many people aspossible to interact with each other in virtual space. Nestedexperiences are analogous to websites and are customizable in thevirtual environment for many different use-cases and occasions, andpopulatable with virtual objects and overlays like a blank canvas. Theprocess of switching into a shared experience from a global one givesusers and businesses an opportunity to show off their virtualexperiences or store-fronts in a manner that is immediately visible whenthe user first engages with the viewer or puts on the headset. Eventhough the user might switch into any experience that they desire, thedefault helps to create communities of people who can expect to seeothers and other people's artwork, linkable for remote viewing.

Experiences in space might be configured to maintain a historical ledgerof changes made to the experience. This mechanic is similar to loggingseen on web servers and computer systems for the purposes of maintainingsecurity and improving the user experience. Experiences do not havelogging enabled by default, however, experiences that do, can providehistorical data for specific times that might be of utility to society.These records are called the arcadian records and symbolize theconnectedness of events. Arcadian forms a historical ledger for eventsacross experiences and individual experiences specifically. It is saidthat when users read from the arcadian records, that they are channelinghistory.

Artists and developers might create their own augmented reality programsand games that are renderable separately, and available from within anexperience. An application can be downloaded, including its resourcesand functionality from the equivalent of an app store, however, programsmay also be encountered naturally inside shared experiences. Users mightencounter a world event, which is a continual, timed, triggered, orrandom on-going program that runs inside one or more shared experiences,each on an independent or synced timeline. A scientist might createmultiple identical timelines and test one specific difference in eachone, or they might decide to run them separately. Likewise, the user cancreate and place world events that act as an open-world program that isrooted in the timeline of its container and is synced between users sothat each person sees the same thing.

For example, an event at a historic site might continually replay are-enactment of the events that took place during a specific period inthe past. Although the objects are placeable without any programmingknowledge on behalf of the user placing them, there may be an eventrunning that defines user interactions and automates aspects of thescene for viewers to learn about what happened at the site. Users mightplay a role or play as a historical figure for the purpose of education,and then return back to the greater experience, or physical lives afterre-living part of the figure's life through technology. The user mightotherwise ignore the event and move on through cyberspace to the nexttopic at the scene.

Breaking experiences down into nested experiences, bundling ratedapplications, and searchable artworks, helps to improve the quality gapso that the world does not become cluttered, but still giving people thefreedom to build whatever they want. Over time, art that has been placedin the global shared experience (Public Space) might eventually bemarked as public property, which changes that ability to edit from the‘owner’ to ‘anyone’. Works might be set to degrade after a set period oftime to prevent clutter by the owner. Public objects might be tended toby others with utility, allowing them to continue being non-editable,even though the owner may have changed to anyone. This is a mechanic tohelp maintain objects that a community deems important in public spaces.If people in the area like something then it should stay, and likewisebe garbage collected or removed if it is profane or otherwise notinteresting to the community.

Public programs are not technically global in nature, as they areencountered in the user's geographic location, however have variedmechanics for the purpose of security. Mainly, there may be a qualitythreshold for public programs and world events, ownership timers arelimited, programs with negative utility will be removed, and theirexistence is maintained by the community. Part of interacting with thedigital world includes the multiple lenses that one might use to getthere. This means many devices with varied hardware capabilities. Somedevices may not even have a screen, and so, part of the experience isthe ability to interact with space intuitively. Even when there is nographical user interface present, the user might talk to their friendsin cyberspace, or perhaps their voice assistant (what a sadness) andinteract with components and files. A user might select one or more oftheir files with the spoken or unspoken voice, which brings thoseselected objects into context. Likewise, a user might be given astorable object such as a book, bringing the written material intocontext, and then decide to look directly up at the sky to imply that itshould be uploaded to space. Depending on context, the user might alsostore objects in the cloud, which is closer to the ground in its nature.

A user might share a piece of content with another user, by directingcontent at them, which could involve pointing the viewer at anotherdevice, and performing the copy or move actions. When performing theseactions on devices that are controlled by you, the text might say ‘copyto’. In cases where an action or gesture is being performed onneighboring devices, it might say ‘share with’. The augmented realitymentality outlines both graphical and contextual aspects. This isbecause reality isn't only visual in nature, and neither shouldaugmented reality. Users should be able to feel and intuitivelyunderstand what is happening around them as second nature to the thingsthat they already do experience. Aspects might be tuned to each of theuser's senses as the technology progresses. Most devices at the presenttime have a screen, camera, speaker, and microphone among many on-boardenvironmental sensors.

With what is present, the interface should provide as much detail aspossible. When there is a graphical component such as a viewer that hasa screen or worn lenses, each of the Space Things can be overlaid on-topof the environment. Users could be wearing a monocle or eye-patch,necklace or badge, ring or watch. They could have a phone, tablet,laptop, or desktop. The user might also have embedded electronics intheir clothing, or even themselves. Whatever it happens to be, theplatform should be useful in some way, and provide a universal utilitywith many entry-points into cyberspace.

Application modules 208 may provide the equivalent of menus that mightbe drawn around objects in a listed radial fashion and might saysomething different based on context and other conditions. Users canplace a spherical navigator on the screen that is not completely opaqueand has spokes which point in the direction that the user would need togo to complete an action or navigation, including places that they mightfind people, places, or things. The user might swap between a heads-updisplay that shows their device status, their body's status, orotherwise a brief overview of the internal in contrast to the external.For this, a user might inspect a neighboring avatar or device, and insome circumstances information will be available, and a similar overviewwould appear above or in-front of it.

With respect to virtual writing modules 210, a user might dictate whatthey want to write into a text field, use a standard textual inputmethod, recognition sticker, or even copy text from the sides ofphysical objects into virtual spaces with optical content recognition,and trainings for the user's language. A user might look at a shoppinglist, issue the copy command, and look at any virtual object that has atextual input field on it, and hit paste. This should be very familiarto computing concepts for users. The accuracy of wireless signals,visual odometry, light-field estimation, and/or sonic ranging inrelation to the accelerometer makes rotating virtual objects in eachhand or with a device much more accurate than any technique on its own.As the user rotates a physical notepad the edges of the pad aredetectable with VIO, and the writings can be imported into a virtualpad.

With respect to retail and advertising modules 212, advertising in ahybrid space has many advantages for both consumers and advertisers. Thethings that people want to buy are often nearer to the consumer thanthey realize. Although the user might use the platform to initiate aglobal purchase from an online market, the user might also see resultsfrom nearby stores that have that item. Geospatial positioning of itemsin-store allows the network to maintain central-hierarchical anddistributed listings of items, where common information about locallistings are stored nearer to users in the community. Items that haveelectronic product tags, especially with wireless hardware on-board,bear numeric identifiers that are easily searchable and sortable withcommon techniques, including storable as community-level distributedhashmaps of pointers to places where you might find items. This systembrings visibility into a physical storefront from outside the store. Itmeans that the user can search for what they are looking for in aconsistent manner that yields physical and digital results on theInternet-for-Things. This means that items are discoverable naturally,and when users already know what kinds of items they are looking for.

Space entity modules 214 are most every type of object that is notmetavirtual in nature would be classified into categories called Things.Some Things have common behavior that each thing of that categoryexhibits, while other things, like user artworks, are more abstract, andare a blank canvas for users to build upon. These are entities in thevirtual world that users can interact with that are visible or placeablein their nature to/for at least one person. Since the user interface andthe virtual landscape are so highly intertwined, many things areactually more analogous to UI elements. In a web browser, you might useHTML to describe the structure of a page, CSS to describe the styles ofthe structure, and JavaScript to describe the functionality. In spacethere is a similar separation of Model, View, and Controller, that makesit easy to build living virtual environments by using behaviors frompre-existing components in combination with your arts.

With respect to social modules 216, as is common in online forums andgames, users might have virtual representations of themselves and/oragent avatars which is a virtual representation of a physical person,handle or identity. Both people and agent avatars are interactable byothers and are selectable/tappable leading to several options for commoninteractions, including those exported by third-party applications thatthe user currently has installed. Agent avatars form one kind of object,that some users may have seen, which are mechanically similar to badgeobjects used for company logos and links to named spaces, analogous toheading to a company's website by clicking on the company's logoanywhere that it is seen. Avatars and badges are a type of space thingthat has a pre-defined behavior that might bring other users to thedetails about a user, or to another experience.

With respect to security modules 218, internal authentication andexternal authentication are provided. The administrator or home-ownermight install the Space system for the augmented reality experience, butalso choose to enable a feature that allows them to validate securitytransactions. This could include transactions involving dangerousconstruction equipment and weapons such as protocol-compatible table sawor gun, proving an extra layer of safety in either case. The compatibledevice speaks the protocol language and will only activate when theholder has both triggered the equipment, and the sensor network has cometo consensus that the activation criteria are met. Sane defaults foractivation criteria might dictate that the owner of the equipment is theonly person allowed to activate it. Likewise, the equipment mightdesigned so that it will not activate outside of a certain area, andpossibly without a secondary-factor present. As an example of this, theadministrator might enable 2FA requiring them to have at least two ormore verified factors. (Something you have, something you know,something you are)

Education modules 210 provide, in an educational setting, the multiplecomponents that are useful for augmenting reality in Space. Some ofthese components mimic physical educational concepts, while others offeran interesting spin on the learning process. The goal is to create aplatform that offers a new way for people to learn together that is bothuseful inside and outside of a common educational setting. Additionally,the hope is to help shape the educational process to make it more openand transparent to teachers and students. Many of these componentsfoster a peer-based model, bringing students together to teach eachother with many subject matter experts preset. This is different from atop-down hierarchical model of education where a standardized set ofmaterial is taught to students. The platform is however useful in bothcases.

Sensing modules 222 provide whiteboard and notes and other items. Theuser might place a component such as a whiteboard that other users canwrite on. They can use the board to share their ideas with other users.The whiteboard has the default behavior of being a written surface withmultiple tracks for each user who writes on it. Individual users mighterase what they have written, or the owner might erase the whiteboard,clears it for more ideas. An educational experience can be generatedthat has multiple parties who are facing the subject component, which ischosen by vote, or by the instance creator. As the subject changes,people in the experience might be looking at the whiteboard, anotherplaceable component or an artwork as they communicate between eachother.

Sensing modules add aspects to the locationing network. For example, adrone equipped with VIO might fly through a Space-equipped area, andsimultaneously be issued geospatial metadata as it flies though thatarea. It might be told about the dimensions of the room from the sensornetwork's perspective, corrected to accounts of geospatial informationfrom each sensor in the network. The network might tell the drone aboutthe perceived location of the drone in relation to the Space sensors,and if the drone speaks the sensor network protocol, it might act as asensor itself, and relay additional VIO depth-mapped imagery or anothergeospatial account (say the drone also has ultrasound sensors) of theroom and objects back to the sensor neighbors in the network, who willthen use that information or filter it out if it is clear that the datais outlying and does not align to the calculation tracks. Thisfunctionality improves the overall accuracy for users connecting to theplatform. Better placement of objects in virtual space, especiallyoverlaying virtual objects accurately on-top of physical objects or formoving applications, makes for a more real-time and immersiveexperience. The platform might compare the properties of wirelessframes, and each of the capabilities of the wireless hardware, includingthe number of overlapping vendor-portion tagged parameters in 802.11wireless traffic. The signature algorithm might also include the soundof the hardware of devices. For example, the sound of a car's engine,the electromagnetic ringing of a processor at its frequency, or theticking of a watch or clock.

The UI interaction and generation module 202 generates a user interface,depending on the hardware available that allows the end user toexperience the augmented reality. Various modules may be called toexecute the functions described herein. In the illustrated embodiment,FIG. 5 also includes an operating system 240 that includes input devicedrivers 242 and output device drivers 244. In some embodiments, asillustrated, the input device drivers 242 and the output device drivers244 are part of the operating system 240 even when the augmented realityapplication 200 is an application separate from the operating system240.

Referring now to FIG. 6, a method for implementing augmented reality isdepicted, which starts at block 260. At block 262, an array oflocationing devices are deployed in a physical space that will haveaugmented reality. At block 264, multiple perspective values from thearray of locationing devices are received at a server for each physicalobject in the physical space. At block 266, through a consensus process,the server will determine a decided value for each physical object. Atblock 268, the decided values for each physical object are updated in adigital map. Additionally, at block 270, the server maintains a digitallibrary of the spatial experiential objects that will be used for theaugmented reality. At decision block 272, the individual may select ashared experience (block 274) or an instanced experience (block 276). Atdecision block 278, the individual may select the lens for the augmentedreality experience; namely, a symmetrical hardware experience (block280) or an asymmetrical hardware experience (block 282). At block 284the server performs the necessary synchronization with the augmentedreality devices prior to the methodology ending at block 286.

Referring now to FIG. 7, one embodiment of a method for recognition ofphysical signatures is depicted. In one implementation, the systemspresented herein might compare the properties of wireless frames andeach of the capabilities of the wireless hardware, including the numberof overlapping vendor-portion tagged parameters in wireless traffic. Asignature algorithm may also include sound related to device hardware,such as a sound of a car's engine, electromagnetic ringing of aprocessor at a frequency, or ticking of a watch, for example.Additionally, the systems may create biosignatures for people based oncharacteristics like heartbeat, breathing, skin conductivity, behavior,height, sound, and voice. The systems may also analyze sound fromnon-microphone sources, and build radio-acoustic signatures for devices,even in cases where the device is not compatible with the protocol.

Small but detectable Doppler-shifts in frequencies of electromagneticwaves pass across the antenna array for segments thereof. Thesedetectable Doppler-shifts in frequency are produced by devices withantennas that are mechanically vibrating due to ambient sound andeventually reaching a sensor for detection. Such small changes aredetectable with sensitive power meters and, in one implementation, amethodology that is initiated at block 300. At block 302, a signal lockoccurs. In one embodiment, the aforementioned MUSIC algorithm isutilized with probabilistic associations to lock onto a signal. At block304, measurements are obtained from one or more transceivers. Changes,including very small changes, may be measured in Doppler phase-shiftsbeing emitted by the transmitter's antenna. At block 306, the obtainedmeasurements are combined and then optional augmented at block with 308with measurement data obtained from an antenna array. Such measurementsmay include Angle of Arrival (AoA) measurements, calibrated to timemeasurements, and time-delay of arrival (TDOA) measurements. At block310, 3D pictures of the applicable waveform are created with the use ofquadrature amplitude modulation (QAM) or quadrature frequency modulation(QFM) or the like. At block 312, the data may be augmented withreceiving magnitude information related to the locked signal or lockedsignals. At block 314, machine learning is applied, including stateestimation techniques, to train the algorithm to recognize individualwords, phrases, sounds and the like to enable the system to continue todetect audio from radio waves. At block 316, data is combined usingsensor fusion, for example, to improve the quality of radio acousticanalysis. At block 318, the analysis is completed to detect the audiofrom radio waves before the methodology ends at block 320.

The order of execution or performance of the methods and data flowsillustrated and described herein is not essential, unless otherwisespecified. That is, elements of the methods and data flows may beperformed in any order, unless otherwise specified, and that the methodsmay include more or less elements than those disclosed herein. Forexample, it is contemplated that executing or performing a particularelement before, contemporaneously with, or after another element are allpossible sequences of execution.

While this invention has been described with reference to illustrativeembodiments, this description is not intended to be construed in alimiting sense. Various modifications and combinations of theillustrative embodiments as well as other embodiments of the invention,will be apparent to persons skilled in the art upon reference to thedescription. It is, therefore, intended that the appended claimsencompass any such modifications or embodiments.

What is claimed is:
 1. An augmented reality platform comprising: anarray of locationing devices within a space, each locationing devicehaving a locationing device identification providing an accurately-knownlocation within the space; each locationing device determining aperspective value of a physical object within the space based onvisual-inertial odometry, radio wave positioning, and acousticpositioning; a server remotely located to the space and in communicationwith the array of locationing devices, the server determining a decidedvalue of the physical object based on a plurality of perspective valuesof the physical object received from the array of locationing devices; adigital map maintained by the server, the digital map including a firstlocation of the physical object and a second location of a spatialexperiential object; a digital library maintained by the server, thedigital library including an augmented reality profile of the spatialexperiential object; and the server having a synchronization interface,the synchronization interface providing the augmented reality profileand second location of the spatial experiential object to an augmentedreality device.
 2. The augmented reality platform as recited in claim 1,wherein the physical object further comprises a tangible thing.
 3. Theaugmented reality platform as recited in claim 1, wherein the spatialexperiential object comprises a metaphysical object.
 4. The augmentedreality platform as recited in claim 1, wherein the spatial experientialobject comprises a virtual object.
 5. The augmented reality platform asrecited in claim 1, wherein the spatial experiential object comprises ametavirtual object.
 6. The augmented reality platform as recited inclaim 1, wherein the digital map and the digital library, incombination, provide a shared experience available to a plurality ofusers.
 7. The augmented reality platform as recited in claim 1, whereinthe digital map and the digital library, in combination, provide aninstanced experience.
 8. The augmented reality platform as recited inclaim 1, wherein the augmented reality device provides a display, acamera, a speaker, and a microphone.
 9. The augmented reality platformas recited in claim 1, wherein the augmented reality device provides asubset of a display, a camera, a speaker, and a microphone.
 10. Theaugmented reality platform as recited in claim 1, wherein thesynchronization interface provides the augmented reality profile andsecond location of the spatial experiential object to a first augmentedreality device and a second augmented reality device, the firstaugmented reality device and the second augmented reality devicecomprise varied hardware capacities.
 11. An augmented reality platformcomprising: an array of locationing devices within a space, eachlocationing device having a locationing device identification providingan accurately-known location within the space; each locationing devicedetermining a perspective value of a physical object within the spacebased on visual-inertial odometry, radio wave positioning, and acousticpositioning; a server remotely located to the space and in communicationwith the array of locationing devices, the server determining a decidedvalue of the physical object based on a plurality of perspective valuesof the physical object received from the array of locationing devices; adigital map maintained by the server, the digital map including a firstlocation of the physical object and a second location of a spatialexperiential object; a digital library maintained by the server, thedigital library including an augmented reality profile of the spatialexperiential object; the server having a synchronization interface, thesynchronization interface providing the augmented reality profile andsecond location of the spatial experiential object to a first augmentedreality device and a second augmented reality device; and the serverenabling the first augmented reality device and the second augmentedreality device to provide a shared experience with asymmetricalhardware.
 12. The augmented reality platform as recited in claim 11,wherein the physical object further comprises a tangible thing.
 13. Theaugmented reality platform as recited in claim 11, wherein the spatialexperiential object comprises a metaphysical object.
 14. The augmentedreality platform as recited in claim 11, wherein the spatialexperiential object comprises a virtual object.
 15. The augmentedreality platform as recited in claim 11, wherein the spatialexperiential object comprises a metavirtual object.
 16. The augmentedreality platform as recited in claim 11, wherein the first augmentedreality device provides a display, a camera, a speaker, and amicrophone.
 17. The augmented reality platform as recited in claim 11,wherein the first augmented reality device provides a subset of adisplay, a camera, a speaker, and a microphone.
 18. An augmented realityplatform comprising: an array of locationing devices within a space,each locationing device having a locationing device identificationproviding an accurately-known location within the space; eachlocationing device determining a perspective value of a physical objectwithin the space based on visual-inertial odometry, radio wavepositioning, and acoustic positioning; a server remotely located to thespace and in communication with the array of locationing devices, theserver determining a decided value of the physical object based on aplurality of perspective values of the physical object received from thearray of locationing devices; a digital map maintained by the server,the digital map including a first location of the physical object and asecond location of a spatial experiential object; a digital librarymaintained by the server, the digital library including an augmentedreality profile of the spatial experiential object; the server having asynchronization interface, the synchronization interface providing theaugmented reality profile and second location of the spatialexperiential object to a first augmented reality device and a secondaugmented reality device; the server enabling the first augmentedreality device and the second augmented reality device to provide ashared experience with asymmetrical hardware; and the server enablingthe first augmented reality device an instanced experience separate fromthe shared experience.
 19. The augmented reality platform as recited inclaim 18, wherein the physical object further comprises a tangiblething.
 20. The augmented reality platform as recited in claim 18,wherein the spatial experiential object comprises a metaphysical object.